Spell Icon Renew Summoning  

Description

1: Increase Hitpoints by 39. Max: 87
2: Decrease Disease Counter by 10
3: Decrease Poison Counter by 10
4: Decrease Curse Counter by 10

Details   Raw Spell Data, Lucy Spell View

Mana: 36 Skill: Alteration
Casting Time: 2.5 Recast Time: 1.5
Fizzle Time: 1.5 Range: 100
Location: Any Time of Day: Any
Fizzle Adj: 25 Deletable: Yes
Blockable: Yes Focusable: Yes
Dispellable: No Interruptable: Yes
Target Type: Pet Spell Type: Beneficial
Source: Live 04/23

Messages

Cast on other: Soandso 's form shimmers red.

Game Description

Renews the health of your elemental pet, healing between 39 and @1 damage, and curing their diseases, poisons, and curses.

Items with this effect

Quick Facts

Scroll:
Spell: Renew Summoning

ClassLevel
MAG18

Expansion:
Ruins of Kunark

Duration:
Instant
Post Comment
spell on prog.?
# Apr 11 2011 at 3:52 PM Rating: Decent
is this spell in on the progression servers?
spell on prog.?
# Jun 20 2017 at 11:24 AM Rating: Decent
Avatar
14 posts
Not on Agnarr. At least not on vendor Mys
Yah
# Apr 12 2006 at 6:39 PM Rating: Decent
I cant WAIT for this spell, my pets at about 1800 hp with temp/toys (plus a weighty polearm so he can double for 58) at lvl 11 and he kills about 10 bandits or patogs before he needs to cool down and i have to spend awhile doing the 29 hp heal, but this would seriously cut down the time standing up which loses more mana.

Edited, Wed Apr 12 18:34:39 2006
healing
# Jul 13 2005 at 7:21 PM Rating: Decent
what does everyone mean that our healing gets worse? this heals 75 hp when you get it..for a little bit more mana..and .5 slow casting time? so what? I think it is better than the lvl 8 spell just my opinion
but..
# Sep 18 2003 at 6:12 PM Rating: Default
this takes 3.5 seconds to cast, as opposed to 3 seconds for 45hp. 13.333 hp per second healed (including cooldown) or 5 hp/s with the other one.

sure it costs a little more mana, but you probably wont use the heal more than once or twice in battle vs even mobs. ill probably have the low mana one up for a quick cure and save this one for harder mobs.

it all boils down to, do you want faster heals, or use less mana. in some cases you need that better healing.
Spell Inefficiency
# Jul 29 2003 at 11:35 AM Rating: Decent
Why is this pet-healing spell #2 (Renew Summoning) less efficient than #1 (Renew Elements) which we got at lvl 8?

By the time we get #2, #1 is healing 45 HP at a cost of 25 mana, or 1.8 HP per mana. #2
will heal 140 HP at a cost of 100 mana, or only 1.4 HP per mana.

At lvl 40, #2 will finally be healing 180 HP for 100 mana, or 1.8 HP per mana, thus reaching the healing efficiency of our #1 spell. But long before then, #1 will have reached an efficiency of 2.0 HP per mana, and we'll have to wait until lvl 50 for #2 to catch up.

At lvl 44, we get a new pet-healing spell #3 - which will NEVER attain the efficiency of our #1 spell which we got at lvl 8!

Fortunately, also at lvl 44 we get a pet-heal-over-time which heals 80 HP per tick for 5 ticks (or 400 HP total) for 200 mana - 2.0 HP per mana - the same efficiency we've had in our #1 spell since lvl 25.

I understand that healing more HP per shot has its own benefits, and during battle is likely more important than mana efficiency - more so as we progress in lvls. And no, we're not clerics. But we're not healing other players after all; rather we're renewing the same pets we summoned from the elements.

Although not new to EQ, I'm new to this class (having just ding'd 20.) Is there something very obvious that I'm overlooking here? Perhaps in the interest of limiting this already-powerful class, our healing powers should not be very strong. But should they really be getting WORSE as we progress??
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